1/ Does not compile.
E.g. missing semicolon here:
_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_ALLOW_HIGHDPI
2/ is it safe to use SDL_GL_GetDrawableSize? what if we dont have GL at all? can that happen?
Edit: can maybe SDL_GetRendererOutputSize() be used instead of SDL_GL_GetDrawableSize() ? ... I read about it here: https://wiki.libsdl.org/SDL_CreateWindow
3/ not all instances of SDL_GetWindowSize were replaced by SDL_GL_GetDrawableSize... for example in SDLRenderer::screenshot() ... oversight or intention?
1 My Dev environment is a mess, did it off the Mac. Schoolboy error, corrected.
2 Historically fine, but having a read, seems OpenGL is deprecated in iOS.
Read the same, tried that method first but it requires an SDL_renderer not SDL_window argument, path of least resistance, hacky, I’m no iOS developer.
I think I can see how to implement SDL_GetRendererOutputSize. Need to sort my dev environment out first (can’t run the Simulator without the Mac rebooting) to get my head round and test properly.
3 Had trouble finding the F12 key on my phone. Feature seemed redundant on iOS. Let it be.
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